Posted June 19, 20178 yr Hi, I'm wondering how I can create a folder for different config files and how to let each different config file have different categories. As a side note: I'm using the annotation based config system and I've got also an ingame-config which gets generated automatically: @Config(modid = Constants.MOD_ID) public class ModConfig { @Config.LangKey("config.test.general.energyname") @Config.Comment("The name of the Energy to be displayed.") public static String ENERGY_NAME = "FU"; @Config.LangKey("config.test.general.teslaname") @Config.Comment("The name of Tesla Energy to be displayed.") public static String TESLA_ENERGY_NAME = "T"; @Mod.EventBusSubscriber private static class ConfigHandler { /** * Inject the new values and save to the config file when the * config has been changed from the GUI. * * @param event the event */ @SubscribeEvent public static void onConfigChanged(ConfigChangedEvent.OnConfigChangedEvent event) { if(event.getModID().equals(Constants.MOD_ID)) ConfigManager.load(Constants.MOD_ID, Config.Type.INSTANCE); } } } Thx in advance. Bektor Edited June 22, 20178 yr by Bektor Developer of Primeval Forest.
June 19, 20178 yr By default, the config file will use the modid as the file-name if no name parameter is given to the annotation. Extending from that, if you provide a name that contains file-separators, the folder-structure will be auto-magically built for you. For example, I use: @Config(modid = Echo.MODID, name = "Echo/"+Echo.NAME) where Echo.NAME is the mod's name parameter, per Forge's @Mod annotation. This creates a sub-folder called "Echo" in the config folder, and a config-file named "Echo" in the mentioned sub-folder. Edited June 19, 20178 yr by Matryoshika Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
June 21, 20178 yr Author On 6/19/2017 at 3:13 PM, Matryoshika said: By default, the config file will use the modid as the file-name if no name parameter is given to the annotation. Extending from that, if you provide a name that contains file-separators, the folder-structure will be auto-magically built for you. For example, I use: @Config(modid = Echo.MODID, name = "Echo/"+Echo.NAME) where Echo.NAME is the mod's name parameter, per Forge's @Mod annotation. This creates a sub-folder called "Echo" in the config folder, and a config-file named "Echo" in the mentioned sub-folder. Ah, ok. So how am I able to create categories inside of these configs? Also, do I need to create a new class for a new config? Developer of Primeval Forest.
June 21, 20178 yr For categories, you need to create static inner classes. @Config(modid = Echo.MODID, name = "Echo/" + Echo.NAME) public class ConfigHandler { public static Compat compat = new Compat(); public static class Compat { @Config.LangKey("config.echo:botania") @Config.Comment("Should Echo add any interactions at all with Botania?") public boolean botania = true; @Config.LangKey("config.echo:botania.pool") @Config.Comment("Should Echo add interactions with Botania's pools") public boolean botania_pool = true; @Config.LangKey("config.echo:botania.spreader") @Config.Comment("Should Echo add interactions with Botania's Spreader") public boolean botania_spreader = true; } } The configuration code above will contain a sub-category called "compat" that houses the 3 configs pertaining to that category. To access for example the botania_spreader config, I call ConfigHandler.compat.botania_spreader. I would recommend that you create individual classes for each file. Also previously known as eAndPi. "Pi, is there a station coming up where we can board your train of thought?" -Kronnn Published Mods: Underworld Handy links: Vic_'s Forge events Own WIP Tutorials.
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